Character Models in GMAX [message #217603] |
Wed, 06 September 2006 05:56 |
Orca
Messages: 31 Registered: July 2006
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Which files are the actual soldier models that I can edit when I import the w3d files into gmax? Ive tried c_ag_gdi_mg.w3d etc and they do not work.... so what are the actual full model character file names?
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Re: Character Models in GMAX [message #217616 is a reply to message #217603] |
Wed, 06 September 2006 06:52 |
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LR01
Messages: 842 Registered: April 2006 Location: The Netherlands
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Yes, its doesn't appear on W3D viewer either, and the .gmax of the chars and vecs aren't onlin, are they?
Moding can be real Fun...
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Re: Character Models in GMAX [message #217690 is a reply to message #217603] |
Wed, 06 September 2006 13:39 |
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NeoSaber
Messages: 336 Registered: February 2003
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Orcaflam3 wrote on Wed, 06 September 2006 08:56 | Which files are the actual soldier models that I can edit when I import the w3d files into gmax? Ive tried c_ag_gdi_mg.w3d etc and they do not work.... so what are the actual full model character file names?
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For c_ag_gdi_mg.w3d, the file you probably want is c_gdi_mg_l0.w3d. The soldier's head is probably stored separately though as c_gdi_mg_head.
Files that begin with c_ag_ are typically aggregate files. Their purpose is to link together the various models that make up the soldier. For c_ag_gdi_mg, it probably incorporates c_gdi_mg_l0, c_gdi_mg_l1, c_gdi_mg_l2, c_gdi_mg_l3, c_gdi_mg_head and c_gdi_mg_. The ones ending in _l0, l1, etc are the different detail levels for the model. _head is obviously the head, and the one that ends with just a _ is another linking file for the models. c_ag_gdi_mg is likely built on top of c_gdi_mg_.
All the soldiers should follow this pattern. If you find one with the c_ag_ in it, then the model files likely have the same name, just without the ag_.
I hope that makes sense.
NeoSaber
Renegade Map Maker at CnC Source
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
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Re: Character Models in GMAX [message #217948 is a reply to message #217813] |
Thu, 07 September 2006 16:57 |
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NeoSaber
Messages: 336 Registered: February 2003
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Orcaflam3 wrote on Thu, 07 September 2006 03:19 | Yea Neo ive been using the _l0 and _head.w3ds this whole time but for some reason they wont follow the bones assigned to them :/
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When infantry models get imported into Gmax, their rigging gets screwed up. You need to rig the model yourself to get it working again.
NeoSaber
Renegade Map Maker at CnC Source
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
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Re: Character Models in GMAX [message #218184 is a reply to message #217948] |
Fri, 08 September 2006 20:14 |
Orca
Messages: 31 Registered: July 2006
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NeoSaber wrote on Thu, 07 September 2006 18:57 |
Orcaflam3 wrote on Thu, 07 September 2006 03:19 | Yea Neo ive been using the _l0 and _head.w3ds this whole time but for some reason they wont follow the bones assigned to them :/
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When infantry models get imported into Gmax, their rigging gets screwed up. You need to rig the model yourself to get it working again.
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Yea np i just figured it out ty for your help.
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